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Nautikin Adventures News

Upcoming release plan

[h2]About the release[/h2]
I am organizing my thoughts on release here and actively planning for the 1.0 release. The game is now at 0.9.809. I have a few builds left planned and then some optimization / release preparing tasks to complete. So the release is fast approaching. It will likely be sometime in late April or early May 2025.

As far as versioning goes the 1.0 release may jump from say 0.9.9x to 1.0 or something to that end based on the time slots I have available to release.

The game seems very stable now and has a crazy amount of content. I am still accepting feedback in whatever form players wish to provide it. Any new stuff I receive on Discord (or where ever) may still end up in the game, there is a ton of cool stuff in the backlog that I have yet to prioritize. My current plan is that once 1.0 is released, I will simply start pulling new builds from the backlog and prioritize player requests. This means I will continue updating the game after release.

[h2]Feedback and thanks[/h2]
I would like to thank those who have left reviews and provided feedback so far. A special thanks to people playing the game extensively and providing me inordinate amounts of feedback, information and support in various ways (you know who you are). Multiplayer help is always appreciated!

[h2]Final thoughts[/h2]
I am working very hard mostly on finishing the game. I am doing what I can in terms of marketing but my efforts are largely ineffective and Steam is really how I am reaching people. If you wish to support the game more you can spread the word in whatever way you can. Tell your friends or leave feedback.

I may do some sort of play the game with the developer event prior to 1.0 (or several if there is time). This might help find any lingering multiplayer issues and play with whatever sized group I can rally (session is limited 10 people currently). There was a small "Kill the developer" session a while back. It may be fun for those who have already enjoyed the game to chase the developer with jets or something. Maybe free keys if you shoot me down or something, idk. Probably just mess around in sandbox and blow stuff up. Sounds fun, I need to finish the remaining tasks prior to the final marathon of work before release which will likely be 2-4 weeks, so I will schedule an event after that if Nautikins show interest.


That's my plan! Keep an eye out for sales. Let me know if you have any questions.

Version 0.9.809 Update

[h2]Changes[/h2]
  • Added Fish meat item
  • Added FishContainer part
  • Added FishingNet part
  • Added FishingBoatHull part
  • Added FishingBoatEngine part
  • Added Fishing UI Indicator
  • Added Nautikin interaction to containers for "e" input
  • Added a mechanic for Nautikins to catch fish via interaction mode
  • Added more nonsense messages
  • Added collisions to other items of significant size for consistency
  • Fixed a misname/typo for StandardPlaneSeaLandingGear
  • Fixed a bug with the physics engine for steel cables and exiting vessels
  • Fixed a bug with structure damage
  • Fixed a bug with VFX related to instant explosions
  • Fixed a UI bug with new button in build mode when loading an un-named structure
  • Fixed a tolerance issue with certain parts when building structures
  • Fixed some issues with repeated interactions using "e"
  • Fixed a UI bug with "Crate" vs "Container"
  • Fixed various item configs related to collisions
  • Fixed some problems with med kit model
  • Fixed a bug with underwater items floating when dropped on submarines
  • Fixed a bug with interacting around fish underwater
  • Fixed some UVs on RacingDriverSeat
  • Fixed some vertices on RacingDriverSeat
  • Fixed a bug with stretching complex parts in build mode
  • Fixed a bug with aircraft wings and buoyancy on boats
  • Fixed some unobtainable part unlocks at Turris in campaign
  • Fixed some UVs on cargo engine part
  • Fixed some artifacts on deck harpoon launcher views
  • Fixed a bug where changing the resolution while using deck weapons can move aimers
  • Fixed some issues with steel cables attached to cranes from containers
  • Fixed an issue in campaign where destroyed vessels would attempt to calculate a refund even though the result will always be 0
  • Fixed a bug in campaign where you might not be charged for crew members when exploding
  • Securing/unsecuring containers will now remove any attached ropes or cables
  • Adjusted some LODs on Nautikins
  • Adjusted direct interactions with speed boat wheel
  • Adjusted some items LODs
  • Propellers and other blades will now do damage to Nautikins while on magnet lift
  • Increased max part size to make it easier to build runways
  • Landing aircraft on vessels that are on fire will now cause them to explode
  • Moving or Network parts can no longer be used as roots for structures
  • When disembarking with CTRL+E you will now be given the Nautikin you embarked with if available
  • Unlocking parts from blueprints now plays sound fx in campaign
  • Optimized colliders on cargo engine part
  • Minor optimizations for interaction mode
  • Minor optimizations for fish
  • Minor optimizations for sharks
  • Minor improvements to load times
  • Changed the way that obtaining stacks of items adds to existing stacks
  • Changed the order of the part list in build mode
  • Fish can now be killed with harpoons
  • Storage container parts are now renamable
  • Sails no longer work underwater.
[h2]Notes[/h2]
The increased size cap effectively eliminates restrictions within build areas, the only way to hit the cap is to extend far outside the build area. It makes it easier to stretch a quick runway or make really big parts for large ships. Some parts that start small may hit the cap sooner.

Things like steering wheels and fuel tanks can no longer be used as the root for structures. The reason for this is that it defies some of the schema for how vessels are expected to be constructed which can cause structures to take lots of damage when impacted. Valid roots are now things like cubes or other simple shapes (and hulls). An easy root to have is a cube that you mark with a specific color to note it as the root and hide it away somewhere so you can move it later if needed.

If you have structures with roots that are no longer allowed, they will still work but likely suffer from extreme damage when impacted.

Catching fish with a Nautikin is client side, because fish are not synchronized in multiplayer due to the extreme amount of fish (saves a lot of time/network messages). Though this will likely not be noticeable unless 2 players are fishing in the same location and discuss the fish they are fishing. In any case, when you catch a fish you receive a fish regardless of if other players are catching the "same" fish in a similar location.

Fish will react to a member of their group being taken and become harder to catch. They will calm down if you return later.

Eating fish meat will restore a small amount of health but cannot be used to revive Nautikins.

All caught fish result in the same type of fish meat but result in different amounts.

Fish meat spawned from killing fish with harpoons will not be saved and despawn after a while if not picked up.

Fish containers can hold any type of fish like meat (Fish, Shark, Turtle, Whale, etc.), but will not allow any other item type.

You can sell the fish container inventory when nearby buy shacks.

Catching fish with nets only requires the boat be moving and nearby fish. The fish do not have to go into the net physically. The orientation of the net relative to the fish does matter.

Fishing nets do not have collisions for performance reasons / limitations of the physics engine.

Each fish container can hold 1200 kg of fish.

You can put fishing parts on structures, but they will not do anything (except for passive fish storage).

The fish container can be used without the fishing net, but the fishing net will not do anything without a fish container.

When you drop items underwater, they tend to simply stay in the water where you dropped them. However there are/were some unintended side effects with this behavior such as dropping an item underwater above a submarine will make it attach to the submarine but still float above it, so instead now it will snap when underwater and dropped above a vessel. Additionally since this dropping behavior is not a saved action, if you park a submarine under previously dropped items they may decide to snap to the submarine on load rather than continue floating. The intent with this behavior is that if at any point you drop an item above a vessel you want it to stay with the vessel and if you do not you don't want it to sink into the ocean.

There are now 200 parts in the game.

Guides will be updated / added for fishing soon.

[h2]Fishing boat[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3428760095

Version 0.9.779 Update

[h2]Changes[/h2]
  • Added toggle group config for CargoEngine
  • Fixed a bug where Nautikin could speak when typing in chat
  • Fixed a bug with distance based recall attempting to recall incorrectly for mobile build areas attached to themselves
  • Fixed a potential issue where you could recall to build areas that were still spawning
  • Fixed a bug where vessel spawn would fail if the server is slower than the client
  • Fixed a bug with missiles when cleaning up vessels
  • Fixed an issue where both the server/client send cleanup messages at the same time
  • Fixed background error related to unspawned aircraft engines on clients
  • Fixed a repeating missile lock on timing issue in multiplayer
  • Fixed some objects showing on the map before spawn had completed
  • Fixed a disconnect when joining while someone activates a toggle group in multiplayer
  • Fixed a UI bug with subvessel toggle groups and duplicate rows
  • Fixed a UI bug with nested toggle group dialogs and chat
  • Fixed a loading issue when joining games related to loading platforms
  • Fixed some config issues with Spiculum
  • Fixed a bug with saving previously secured containers on crane lift
  • Blind fix for problem with spamming recall/launch vessel
  • Optimizations for missiles/projectiles
  • Optimizations for flares/countermeasures
  • Changed the way loading handles vessels that are still spawning
  • Adjusted how golden shells spawn on various islands in campaign
[h2]Notes[/h2]
Joining load times for multiplayer will now take slightly longer because previously the loading did not wait for vessels to completely spawn and just let them load as you started doing stuff. This causes weird problems if you open the map and could potentially break stuff if somehow you interact with something that is still loading so it will now wait for everything to load for the main loading screen.

The next build will likely add more new stuff.

Guides will be update soon.

Version 0.9.760 Update

[h2]Changes[/h2]
  • Added fuel can item
  • Added shadow bias settings
  • Added new crane fast move mode (shift)
  • Fixed some animation issues with Nautikins on very low settings
  • Fixed a UI bug with repairing vessels without drivers
  • Fixed a problem with default quality settings (Low -> Ultra)
  • Fixed some symmetry problems with racing hull
  • Fixed some loading quirks when not using teleport crew members
  • Fixed a bug in multiplayer that can activate the buy shack for other players when using e
  • Fixed a bug where fog weather can trigger heavy wave sounds
  • Fixed a bug where toggle groups for subvessels do not apply default states
  • Fixed a bug where toggle group states are not saved
  • Fixed spaz climbing issue on dock ladders
  • Fixed a bug with dropping items as client in multiplayer when on ladders
  • Fixed a bug with Calvaria
  • Fixed some highlighting with various far away dropped items
  • Fixed some materials on buy shack items during weather
  • Fixed a bug where harpoons don't stick to items dropped on boats
  • Fixed a background issue with item names
  • Fixed some UVs on fuel connector
  • Resetting game settings will now also reset graphics settings associated with the game engine (quality, resolution)
  • Fuel pumps can now be toggled
  • Fuel pumps can now be renamed
  • Fuel pumps can now be used in toggle groups
  • Changed some configs for fuel pump part
  • Changed default controller look sensitivity to 1
  • Storm danger music will no longer play when you are in a protected area (most islands)
  • Optimizations for dropped fuel connectors
  • Adjusted LODs for various items
  • Adjusted Alta buyshack
  • Changed medkit appearance for weather
  • Updated long fuel cable appearance
[h2]Notes[/h2]
Resetting settings will not change the display monitor or full screen mode.

The racing hull had some symmetry problems that made it impossible to mirror in certain places and caused drift in buoyancy. This has been updated but depending on your design it may make your boat look different in terms of mirrored parts (but won't actually move anything). The buoyancy will also be slightly different. The materials may look slightly different as well.

The shadow bias helps with very close shadows. Setting it low is good for screenshots of Nautikins close up but can cause shadow artifacts elsewhere. The default value is meant to serve the best shadows in most cases.

Crane fast move will move the crane arm 2.5 times faster, but will not affect raising/lowering cables or rotating the lift.

Fuel cans can be used to fill fuel tanks with a fuel connector. Fuel cans can be filled from any fuel tank with a connector.

Fuel cans are available at some but not all buy shacks.

The next build will be another smaller build for some multiplayer bugs. I will likely update the guides after that.

Version 0.9.738 Update

[h2]Video[/h2]
[previewyoutube][/previewyoutube]
[h2]Changes[/h2]
  • Added new part AircraftCarrierDoor
  • Added new part AircraftCarrierElevator
  • Added new part AircraftCarrierEngine
  • Added new part AircraftCarrierFloor
  • Added new part AircraftCarrierFloorChain
  • Added new part AircraftCarrierFloorRailing
  • Added new part AircraftCarrierFloorWindow
  • Added new part AircraftCarrierHelipad
  • Added new part AircraftCarrierHull
  • Added new part AircraftCarrierPlatformFront
  • Added new part AircraftCarrierPlatformRear
  • Added new part AircraftCarrierRearFin
  • Added new part AircraftCarrierSensorBubble
  • Added new part AircraftCarrierSideFin
  • Added new part AircraftCarrierStairs
  • Added new part AircraftCarrierStairsRailing
  • Added new part AircraftCarrierWall
  • Added new part AircraftCarrierWallAngledWindow
  • Added new part AircraftCarrierWallCorner
  • Added new part AircraftCarrierWallCornerAngledWindow
  • Added new part AircraftCarrierWallDoorway
  • Added new part AircraftCarrierWallPillar
  • Added new part AircraftCarrierWallStrut
  • Added new part AircraftCarrierWallWindow
  • Added new part RunwayBuildAreaKit
  • Added new part DrydockBuildAreaKit
  • Added HUD toggle key
  • Added Chat toggle key
  • Added additional collisions to weather to prevent storm rain from passing through vessels
  • Added toggle group support for doors
  • Added padding to vessel interactions so that aircraft can interact with elevators
  • Added error dialog for launching vessels that are too large for multiplayer
  • Added part snapping feature to build mode
  • Added grid snapping to stretch and scale build options
  • Added support for multi-texture scaling for parts
  • Added misc. setting for build mode child adjustments
  • Added misc. for turning off part snapping
  • Added snap points to various parts
  • Added design arrows to existing door parts
  • Added aircraft settings for rotor roll/yaw/pitch handling
  • Added bounds visualization to build mode
  • Added new misc. setting to always show build bounds
  • Added a new mode to crew allocation for campaign build areas
  • Added a new misc. setting to disable distance based vessel return for build areas
  • Added a new misc. setting to disable crew teleportation for build areas in sandbox mode
  • Added new feature to crew allocation to allow changing crew type
  • Added new random damage that only occurs when taking damage
  • Added toggle group support for subvessels (cranes, deck weapons, etc.)
  • Added more nonsense messages
  • Added some missing unlockable parts to campaign
  • Added center of mass UI readout to build mode for reference purposes
  • Added setting to turn on center of mass UI readout
  • Added delete save button to save edit dialog
  • Added new pirate enemy "Pirate Flagship"
  • Added new pirate enemy "Pirate Spotter"
  • Added new pirate enemy "Pirate Gunship"
  • Added new key to select current adjusting part
  • Added loading modal for complex vessels
  • Added wind audio area to Portus towers
  • Added ambient wind above a certain altitude
  • Added vessel json migration to automatically migrate from version 1.0 to 1.1
  • Added new island
  • Fixed a bug with aircraft trim UI when engines are destroyed
  • Fixed a bug where aiming does not work when pointing at beacons
  • Fixed a physics bug with combat helicopter landing gear that could kill Nautikins on contact
  • Fixed a slight visual overlap issue with center of mass in build mode
  • Fixed a timing issue with mass and vessels without network parts
  • Fixed a bug with resetting certain material groups in build mode
  • Fixed a bug with the default state of interior materials and rain
  • Fixed a bug with repeatable door interactions
  • Fixed some bugs with renaming doors and joining multiplayer
  • Fixed some shading on JetLandingGearFront
  • Fixed a bug with network platforms for vessels related to velocity
  • Fixed a bug that could put the camera in the wrong place when using center on vessel
  • Fixed a bug where steel cable could drift slowly over time
  • Fixed a bug that could stop movement of vessels during auth change
  • Fixed a bug in multiplayer where Nautikins with steel cables could spawn at the wrong rotation when joining
  • Fixed a config issue with some unlockables in campaign
  • Fixed a bug where rudders do not work with aircraft and ship parts
  • Fixed a bug where non-uniform parts would not stretch properly
  • Fixed a bug with part bounds calculation for non-uniform parts
  • Fixed a bug with grid snap and gap detection
  • Fixed a bug with the last cloned part still being highlighted if it was a complex part
  • Fixed an axis inversion issue with part placements when using pivot offsets
  • Fixed a position bug with parts that use placement triggers when updating parent parts
  • Fixed a bug where undo stack would not adjust arrows properly when undoing a stretch operation
  • Fixed a bug with part size calculation
  • Fixed a bug that could make the build warnings get stuck on the screen
  • Fixed a bug with the size of some destroyed parts
  • Fixed some scaling with certain parts.
  • Fixed a bug with texture scaling
  • Fixed a bug with tire part UVs
  • Fixed a bug with material groups
  • Fixed a bug with textures when scaling parts very small
  • Fixed a bug with material unwrap that could unwrap material groups (which is not supported still)
  • Fixed a bug with button states if you cancel loading a vessel while making a new vessel
  • Fixed a staircase on the pirate dreadnaught
  • Fixed some shadow issues with light fixtures
  • Fixed a bug with crew allocation and renamed seats
  • Fixed a bug with deck gun shells direction
  • Fixed color of various deck weapon muzzle flashes
  • Fixed a shader issue when looking at certain parts from the inside
  • Fixed an internal issue with cloning parts
  • Fixed a bug where insane aircraft designs can bypass g-force limits
  • Fixed a physics bug where aircraft can maintain peak velocity without thrust after hitting amplitude limit
  • Fixed a bug with syncing trim in multiplayer with certain parts
  • Fixed a clipping issue when dragging runway camera across the ground
  • Fixed a bug where you could potentially interact with parts while using buttons in build mode
  • Fixed a bug with rename dialog in build mode
  • Fixed a bug that could prevent bots from locking on missiles at certain times
  • Fixed a bug where Nautikins velocity could accumulate quickly when jumping on slopped surfaces on a structure
  • Fixed a bug with loading rotated vessels in the abyss (not that you can see them)
  • Fixed a bug where bow thrusters used more fuel than stern thrusters
  • Fixed a bug where a jet crashing into a boat would "stick" instead of smashing across the deck
  • Fixed a bug with default name loading for vessels
  • Fixed a potential bug with fish AI and floating origin
  • Fixed a bug with fish wander area when near sea level
  • Fixed a bug with underwater lighting with day only
  • Fixed appearance of various unlockable parts in campaign
  • Fixed a bug with tooltips when switching part selection in build mode
  • Fixed a bug where center of mass display does not update when selecting a part
  • Fixed a bug with steel cable being hidden in build area and collisions
  • Fixed a bug with cloning/cleaning up material groups
  • Fixed a background error with fuel tanks and design mode center of mass
  • Fixed a bug with fuel transfers related to removing fuel from aircraft
  • Fixed a bug where some UI controls would respond to observers but do nothing
  • Fixed some UVs on standard plane engine
  • Fixed a timing issue with cameras when entering build areas
  • Fixed a UI bug with tools panel in build mode
  • Fixed a bug with undo and deleted mirror parts
  • Fixed an issue where far away bots can have problems with parts spawning correctly
  • Fixed a bug with toggle groups in multiplayer
  • Fixed a bug with toggle groups when used by another player later
  • Fixed various logic that was not supposed to run when paused in single player
  • Fixed a bug with landing on vessels currently on magnets
  • Fixed a bug with crate contact detection
  • Fixed a bug with overlapping island interactions and tooltip
  • Fixed a bug with missile follow camera where cameras would hang around until you switch back to them
  • Fixed a bug with SFX audio adjustments not applying right away in single player when paused
  • Fixed an airflow audio bug when sfx is zero before spawning vessel
  • Fixed a bug that could potentially cause captured pirated vessels to explode when sinking prior to saving
  • Fixed a bug with un-securing stacks of containers and vessel mass
  • Fixed an issue where keys/buttons could be activated in build mode while loading a vessel
  • Fixed a bug with part groups where names are replaced with the part group name
  • Fixed a bug where you can put Nautikins in giant propellers and not die
  • Fixed a background error when completing rescue missions in a certain way
  • Fixed a timing issue with first person mode while on spinning boats
  • Fixed a bug where disconnecting while launching a vessel could do weird stuff if you rejoin
  • Fixed a minor config issue with HeavyLiftHelicopterTurbine
  • Fixed a bug with rescue missions where if you rescued all workers while seated you would return to the map
  • Fixed a bug with toggle groups for clients in multiplayer
  • Fixed a erroneous error message when securing containers to mirrored parts
  • Fixed a bug where any damage would register to the fire extinguisher as fire even though there was no smoke
  • Fixed a bug where helicopter turbines do not respect SFX volume
  • Fixed a bug where stealable pirate vessels can be salvaged with pirates on board
  • Fixed a bug where server could accidentally cleanup rescue activities
  • Removed some redundant landing gear code
  • Changed the default size for stair part
  • Changed center of mass for shipping hull
  • Changed the way that door animators work
  • Changed the way that delivery containers save on animated platforms
  • Changed the way fast moving platforms sync in multiplayer
  • Changed how vessels measure interaction distance
  • Changed the way that snap settings are used in build mode
  • Changed cost for shipping engine in campaign (was never configured)
  • Changed the way materials tile with the size of parts
  • Changed destroyed part appearance
  • Fish will no longer spawn in whirlpools
  • Beacons, waypoints, and objectives will no longer appear while in build mode
  • Default keybinding for reset is now back to "F"
  • Default keybinding for fuel is now "G"
  • Adjusted stairs by 10 microns
  • Adjusted combat helicopter landing gear wheels
  • Adjusted plane landing gear wheels
  • Adjusted sea plane landing gear wheels
  • Adjusted jet landing gear wheels
  • Adjusted heavy lift landing gear wheels
  • Adjusted UVs for various parts (mainly large hulls that had scaling problems)
  • Adjusted verts on various hulls to correct UVs
  • Updated stair case part to be more centered
  • Updated pirate vessels to reflect stair part changes
  • Default staircase scale is now walkable in both orientations
  • Increased max walkable angles for Nautikins
  • Mod parts now support multiple buoyancy proxies for hulls
  • Improvements to platform mechanics to make landing aircraft on boats more stable
  • When you launch a vessel, it will now attempt to prevent heavy vessels from hitting the bottom of the dry dock and bouncing
  • When Nautikins interact, they will now interact with something directly below them if you press "e" and nothing is in front (this is handy for elevators)
  • Interaction mode can now bypass the distance check to interact with objects in interaction mode if they are directly inside the trigger for the object
  • Vessel platforms will now update as you roll across the a boat for example
  • Improvements to landing gear suspension on platforms (vessels)
  • Anchors will now match the vessel velocity when dropped at unreasonable speeds
  • Anchor orientation will now reset before dropping
  • Landing gear suspension will now auto adjust for the configuration of your vessel
  • Build mode will now return the camera to the previous location if you are editing the same vessel.
  • Various build mode refactoring to support part snapping
  • Undo stack now tracks grid snap mode
  • Undo stack will now track align to center mode
  • Undo stack will now track global adjustments mode
  • Part adjustments no longer cast shadows
  • Build mode no longer updates when the game is not focused
  • Grid snap will no longer allow you to place identical parts at the exact same position (this will also trigger the error sound)
  • Stretch / scale grid snap is now supported by arrow keys
  • Improvements to grid snap with move arrows
  • Interactions will no longer update when the game is not focused
  • Slight changes to steel material appearance in various locations
  • Improvements to vessel destruction appearance
  • Some material groups will now scale with part size
  • Minor performance improvements to build mode
  • Reduced size of vessel files
  • Rearranged some of the parts in build mode
  • Fixed harpoon launcher is now assignable in toggle groups
  • Subvessel seats (deck weapons, crane, etc.) will now use the renamed part name
  • Remote controls will now use renamed part name
  • Vessel crew list will now display the seat name in the row
  • Deck gun smoke is slightly less stagnant now
  • Deck gun smoke is now visible from below
  • Vessels will now remember their build mode positions if you recall a vessel different from the current build vessel
  • Minor adjustments to various part models for snap support
  • Nautikin force from explosions is now a little bit more random instead of always extreme.
  • All root parts now generate aerodynamic drag (i.e. boat hulls)
  • Boats will now be affected by wind
  • Landing gear sounds are far less sensitive when not using brakes
  • Chat toggle now works in build mode and island view
  • Cleaned up some UVs inside plane body part
  • UI changes to misc. tab
  • UI changes to scrolling for various tabs
  • Adjusted bounds for drydock slightly
  • Adjusted ladder on pirate tanker
  • Refactoring to build mode to support mobile build areas
  • Returning a vessel to build area will now return you to the closest build area
  • Vessels will now save where they were launched from
  • Structures will now ignore thin hull restrictions
  • Fuel pump part will now align to fuel port when using surface align
  • Performance optimization for loading multiple build areas
  • Runway buyshack is no longer available until after you unlock the runway in campaign
  • Weapons will no longer accidentally fire when clicking back into the game after tabbing out
  • Performance optimization for vessels sunk in the abyss
  • Refactored the way selection/tooltips work in build mode
  • You can now interact with the part you are currently adjusting in various ways (Apply, Sample, Clone, Rename, etc.)
  • Deleted vessels/part groups are now moved to the recycling bin on Windows
  • Updated various delete dialogs
  • Minor improvements to performance when someone is driving a vessel around in the drydock
  • Fuel transfers will now respect fuel groups
  • Ballast tanks can now be added to toggle groups
  • Ballast tanks can now be renamed
  • Oxygen tanks can now be added to toggle groups
  • Oxygen tanks can now be renamed
  • Removed some redundant code from build mode related to fuel tanks
  • Vessels are now hidden when loading
  • Nautikins are now hidden when loading vessels
  • Changed the way vessels load in multiplayer related to joining
  • Changed the way cameras initialize with vessels
  • Changed the way launch obstructions calculate
  • Changed the way aircraft factor into seek and destroy difficulty
  • Changed some shadow settings temporarily to fix some artifacts (need to make it configurable)
  • Changed some pirate AI configs
  • Refactoring to accommodate new spawning
  • Minor performance improvements to launching vessels
  • The notification system will now inform all players when a pirate vessel is destroyed
  • Pirate bases will now spawn helicopters occasionally
  • Map unlocked counter in campaign will now display unloackable/blueprint parts for buy shacks
  • Ship propellers can now damage sharks
  • Aircraft propellers (and rotors) can now damage sharks
  • Optimizations for tire part collider
[h2]Notes[/h2]
The are so many notes that it has to be in a separate thread (Click here to read).

[h2]New toys (Workshop)[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3411809445
https://steamcommunity.com/sharedfiles/filedetails/?id=3411810364
https://steamcommunity.com/sharedfiles/filedetails/?id=3411810856
https://steamcommunity.com/sharedfiles/filedetails/?id=3411811208